Shader "XenitShaders/Lerp" {
Properties {
_Color ("ColorMain", Color) = (1,1,1)
_ColorSecond ("ColorSecond", Color) = (1,1,1)
_SpecularColor ("Specular Color", Color) = (1,1,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_Mask ("Mask", RECT) = "" {}
}

SubShader {
Lighting On
SeparateSpecular On

Material {
Ambient [_Color]
Diffuse [_Color]
Specular [_SpecularColor]
Shininess [_Shininess]
}
Pass{

(constantColor [_Color] * Texture[_Mask])+(constantColor [_ColorSecond] * (-Texture[_Mask]))

//SetTexture [_Mask] {
//constantColor [_ColorSecond]
//combine constant Lerp(texture) primary
}
}
}
Fallback Off 
}